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shifty_ginosaji

Detonate in flight within area around truck?

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Hello, i am trying to recreate the HEL MD truck mounted point defense laser system that is being tested to destroy mortar/arty rounds and drones within range: http://abcnews.go.com/blogs/politics/2013/12/armys-new-laser-weapon-can-shoot-down-mortars-and-drones/

Does anybody know of a command that would detonate a mortar shell in flight.

It might be possible to spawn a small object in for a split second in front of it to detonate it but there must be an easier- and more elegant solution because a script that emulated the HEL MD would be amazing.

Any ideas?

Edited by Madopow2110

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I placed a truck named artyStopper.

I placed a static mortar with this in its init line:

this addEventHandler
[
"Fired", 
{
	_projectile = _this select 6;

	[_projectile] spawn {
		private ["_projectile"];
		_projectile = _this select 0;

		waitUntil {_projectile distance artyStopper < 30 + (random 50)};
		_blast = createVehicle ["HelicopterExploSmall", position _projectile, [], 0, "NONE"];
		_projectile setPos [0.00,0.00,0.00];
	};
}
];

So I simulated a blast then moved the artillery round off the map.

Edited by cobra4v320

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Wouldn't it create performance problems? A lot of WaitUntils...

P.S.This script will never end if the projectile wasn't killed by your HEL MD. Just be beware.

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Thanks, i will work on it it make it even better

---------- Post added at 11:36 ---------- Previous post was at 10:28 ----------

this addEventHandler
[
   "Fired", 
   {
       _projectile = _this select 6;

       [_projectile] spawn {
           private ["_projectile"];
           _projectile = _this select 0;

           waitUntil {_projectile distance artystopper < 0 + (random 400)};
           _laser = "B_40mm_APFSDS_Tracer_Yellow" createvehicle  [getPos artystopper select 0, getPos artystopper select 1, (getPos artystopper select 2) +5] ;  
           _laser setdir getdir _projectile;
           _laser setVelocity [10, 0, 0];
           sleep 1;
           _blast = createVehicle ["HelicopterExploSmall", position _projectile, [], 0, "NONE"];
           _projectile setPos [0.00,0.00,0.00];
       };
   }
];  

Its strange because the tracer round never appears, but it works better and it has a very slight chance of the PDS missing

Edited by Madopow2110

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Wouldn't it create performance problems? A lot of WaitUntils...

P.S.This script will never end if the projectile wasn't killed by your HEL MD. Just be beware.

I see what you mean, there would have to be another check in the waituntil command to see if the projectile was still alive. I hope this at least gets you going in the right direction. Also rather than using setpos you can just delete the projectile.

this addEventHandler
[
   "Fired", 
   {
       _projectile = _this select 6;

       [_projectile] spawn {
           private ["_projectile"];
           _projectile = _this select 0;

           waitUntil {_projectile distance artyStopper < 30 + (random 50) or !(alive _projectile)};
           _blast = createVehicle ["HelicopterExploSmall", position _projectile, [], 0, "NONE"];
           deleteVehicle _projectile;
       };
   }
];

Edited by cobra4v320

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